Resource tradeability and alternative attack animation

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1. You might archieve that by setting aspect of alliance, for example to make given couple treat each other as Neutral.

2. Forces you to either remove attack command from unit or edit all the models yourself. War3 engine plays by default animation with string 'attack' as attack animation and the one with name 'death' as death animation. All you have to do is replace names for given Sequences.

However, if you want to do that for many models, it would require ton of imports and usually isn't worth it. There is no easier way unfortunately.
 
Level 37
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1. Try setting Ally - Trading incements in gameplay constant to 0.

2.
  • Untitled Trigger 024
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to (==) Footman
    • Actions
      • Unit Group - Add (Attacking unit) to group
      • Countdown Timer - Start timer as a One-shot timer that will expire in 0.00 seconds
  • Untitled Trigger 025
    • Events
      • Time - timer expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in group and do (Actions)
        • Loop - Actions
          • Unit Group - Remove (Picked unit) from group
          • Custom script: call SetUnitAnimationByIndex(GetEnumUnit(), 9)
Find animation index:
  • Animations
    • Events
      • Player - Player 1 (Red) types a chat message containing an as An exact match
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • Set Hero = Footman 0031 <gen>
        • Do Multiple ActionsFor each (Integer i) from 1 to 20, do (Actions)
          • Loop - Actions
            • Custom script: call SetUnitAnimationByIndex( udg_Hero , udg_i)
            • Floating Text - Create floating text that reads (String(i)) above Hero with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
            • Floating Text - Change (Last created floating text): Disable permanence
            • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
            • Wait 2.00 seconds
For multiple unit types, you can initialize the animation index into a hashtable and the load the correct index using the unit type id.
 
Level 37
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Maker you know that for many unit-types there must be a lot of coordination to make it looks proper. And to be honest, it's can be quite buggy if player spams actions.

Define a lot of coordination. There is no indication that it is required for multiple unit types. Even if it is, it's very simple to configure.

How can it be buggy?
 
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